Namespace EasyMobile
Classes
Achievement
AdClientImpl
AdColonyClientImpl
AdColonySettings
AdId
Generic cross-platform identifier for ad resources.
AdMobClientImpl
AdMobClientImpl.Ad<T>
AdMobClientImpl.AdInstance
AdMobClientImpl.Banner
AdMobClientImpl.Banner.Instance
AdMobClientImpl.Interstitial
AdMobClientImpl.Interstitial.Instance
AdMobClientImpl.Rewarded
AdMobClientImpl.Rewarded.Instance
AdMobClientImpl.RewardedInterstitial
AdMobClientImpl.RewardedInterstitial.Instance
AdMobSettings
AdMobSettings.AdMobTargetingSettings
AdNetworkSettings
AdPlacement
An ad placement represents an exact location to serve an ad unit in your app.
AdSettings
Advertising
AdvertisingConsentManager
Module-level consent manager for the Advertising module.
AndroidPermission
Android permissions potentially used by Easy Mobile.
AnimatedClip
AppLifecycleManager
AppLovinClientImpl
AppLovinSettings
AppTrackingSettings
All settings of the App Tracking submodule of the Privacy module.
AudienceNetworkClientImpl
AudienceNetworkSettings
BannerAdSize
ChartboostClientImpl
ChartboostSettings
ClipPlayer
ClipPlayerUI
ConsentDialog
ConsentDialog.Button
This class represents an action button in the consent dialog.
ConsentDialog.CompletedResults
This class represents the results when a consent dialog is completed.
ConsentDialog.Toggle
This class represents a toogle in the consent dialog.
ConsentDialogComposerSettings
ConsentManager
ConsentStorage
Helper class with methods to store an retrieve user consent to and from the persistent storage.
Contact
Device contact's data.
ContactsApiSettings
All settings of the Contacts submodule of the Native APIs module.
CrossPlatformId
Generic cross-platform identifier for ad resources.
DeviceContacts
Entry class for contact APIs.
EEACountriesExtension
EEARegionStatusExtension
EEARegionValidator
A facade class that holds all EEA region related methods.
EM_3DI70R_GIF
EM_3DI70R_GIF.DecodeRequest
EM_Settings
FairBidClientImpl
FairBidSettings
FirebaseMessage
FirebaseMessageExtension
FirebaseNotification
GameServices
GameServicesItem
GameServicesSettings
Gif
Giphy
GlobalConsentManager
Global consent manager.
IAPProduct
Represents an in-app product in the Easy Mobile APIs. This class is
different from
IAPProduct.StoreSpecificId
IAPSettings
InAppPurchasing
Invitation
Represents an invitation to a multiplayer game. The invitation may be for a turn-based or real-time match.
iOSInfoPlistItem
iOS Info.plist key value pairs.
IronSourceClientImpl
IronSourceSettings
IronSourceSettings.SegmentSettings
Leaderboard
LocalNotification
MatchOutcome
Represents the outcome of a multiplayer match (who won, who lost, participants' placements, etc.).
MatchRequest
Represents a request (a set of config parameters) for a new real-time or turn-based multiplayer match.
Media
MediaApiSettings
All settings of the Media submodule of the Native APIs module.
MediaResult
MoPubClientImpl
MoPubSettings
MoPubSettings.MediatedNetwork
MoPubSettingsExtension
NativeApisSettings
All settings related to native APIs.
NativeUI
NativeUI.AlertPopup
Notification
NotificationCategory
NotificationCategoryGroup
NotificationContent
NotificationRepeatExtension
NotificationRequest
Notifications
NotificationsConsentManager
Module-level consent manager for the Notifications module.
NotificationsSettings
OneSignalNotificationPayload
Participant
Represents a participant in a real-time or turn-based multiplayer match. A Participant is different from a Player! A Player is a real-world person with a name and a Player ID. A Participant is an entity that participates in a real-time or turn-based match; it may be tied to a Player or not. For example, on Game Center a Participant is not associated with any Player if the player hasn't actually joined the match; on Google Play Games Participants without Players represent the anonymous participants in an automatch game.
ParticipantResultExtension
Player
Represents a Game Services user. Your game should never create Player object directly. Instead, these objects are to be created and delivered to your game by Game Services API.
Privacy
Entry class of the Privacy modules.
PrivacySettings
RatingDialogContent
RatingRequestSettings
Recorder
RemoteNotification
RuntimeManager
SavedGame
Sharing
SharingSettings
StoreReview
TapjoyClientImpl
TapjoySettings
TurnBasedMatch
Represents a turn-based match.
UnityAdsClientImpl
UnityAdsSettings
VungleClientImpl
VungleSettings
VungleSettings.VungleAdvancedSettings
Structs
AdMobClientImpl.Ad<T>.PlacementResult
AdSettings.DefaultAdNetworks
GiphyUploadParams
NotificationCategory.ActionButton
SavedGameInfoUpdate
A struct representing the mutation of saved game information. Fields can either have a new value or be untouched (in which case the corresponding field in the saved game will be untouched). Instances must be built using SavedGameInfoUpdate.Builder.
SavedGameInfoUpdate.Builder
VungleSettings.VungleAdvancedSettings.PrematureAdClosePopup
Interfaces
IAdClient
IAndroidPermissionRequired
IAppTrackingManager
App Tracking Transparency API.
IClipPlayer
IConsentRequirable
IDeviceCamera
Entry interface to use native device's Camera APIs.
IDeviceGallery
Entry interface to use native device's Gallery APIs.
IIOSInfoItemRequired
IRealTimeMultiplayerClient
Real-Time Multiplayer API.
IRealTimeMultiplayerListener
Real-Time multiplayer listener. The methods of this listener will be called to notify you of real-time room events.
ISavedGameClient
ITurnBasedMultiplayerClient
Turn-Based Multiplayer API.
Enums
AdChildDirectedTreatment
AdNetwork
AdOrientation
AdType
AppTrackingAuthorizationStatus
AudienceNetworkSettings.FBAudienceBannerAdSize
AutoAdLoadingMode
BannerAdNetwork
BannerAdPosition
CameraType
ClipPlayerScaleMode
ConsentStatus
EEACountries
EEARegionStatus
EEARegionValidationMethods
Available EEA region validation methods.
GameServicesSettings.GpgsGravity
GPGSSavedGameDataSource
A enum describing where game data can be fetched from when using the Saved Games service of Google Play Games.
IAPAndroidStore
IAPProductType
IAPStore
ImageFormat
InAppPurchasing.PrePurchaseProcessResult
Available results for the InAppPurchasing.PrePurchaseProcessing delegate.
InterstitialAdNetwork
IronSourceSettings.IronSourceBannerType
MatchOutcome.ParticipantResult
MatchType
Multiplayer match types.
MediaType
Module
MoPubSettings.LogLevel
MoPubSettings.SupportedNetwork
NativeUI.UserInterfaceStyle
NotificationAuthOptions
NotificationCategory.Importance
NotificationCategory.LightOptions
NotificationCategory.LockScreenVisibilityOptions
NotificationCategory.SoundOptions
NotificationCategory.VibrationOptions
NotificationRepeat
Participant.ParticipantStatus
Represents a participant status in a match.
PushNotificationProvider
Recorder.RecorderState
RewardedAdNetwork
RewardedInterstitialAdNetwork
SavedGameConflictResolutionStrategy
An enum for the different strategies that can be used to resolve saved game conflicts (i.e. conflicts produced by two or more separate writes to the same saved game at once).
StoreReview.UserAction
Submodule
TurnBasedMatch.MatchStatus
Represents a turn-based match status.
VungleSettings.VungleAdvancedSettings.AdOrientation
Delegates
ConsentDialog.CompletedHandler
The 1st param is the dialog being completed. The 2nd param is the results of the dialog.
ConsentDialog.ToggleStateUpdatedHandler
The 1st param is the dialog whose toggle is being updated. The 2nd param is the ID of the toggle whose state is updated. The 3rd param is the new value of the toggle.
GameServices.InvitationReceivedDelegate
Delegate that handles an incoming multiplayer match invitation (for both real-time and turn-base matches).
InAppPurchasing.PrePurchaseProcessing
Once registered, this delegate will be invoked before the normal purchase processing method. The return value of this delegate determines how the purchase processing will be done. If you want to intervene in the purchase processing step, e.g. adding custom receipt validation, this delegate is the place to go.
MatchDelegate
Match delegate. Called when a match arrives.
If this is true, then the game should immediately proceed to the game screen to play this match, without prompting the user. If false, you should prompt the user before going to the match screen. As an example, when a user taps on the "Play" button on a turn-based multiplayer notification, it is clear that they want to play that match right away, so the plugin calls this delegate with shouldAutoLaunch = true. However, if we receive an incoming notification that the player hasn't specifically indicated they wish to accept (for example, we received one silently while the app is in foreground), this delegate will be called with shouldAutoLaunch=false to indicate that you should confirm with the user before switching to the game. [Game Center only] This is true only if the local player has removed the match in the matches UI while being the turn holder. When this happens you should call theSavedGameConflictResolver
A delegate that is invoked when we encounter a conflict during execution of the Open
operation with manual conflict resolution. The passed saved games (base and remote) are all open.
If prefetchDataOnConflict
set to true
, the baseVersionData
and
remoteVersionData
will be equal to the binary data of the "base" and
"remote" saved game respectively (and null otherwise). Since conflict files may be generated
by other clients, it is possible that neither of the passed saved games were originally written
by the current device. Consequently, any conflict resolution strategy should not rely on local
data that is not part of the binary data of the passed saved games - this data will not be
present if conflict resolution occurs on a different device. In addition, since a given saved
game may have multiple conflicts, this function must be designed to handle multiple invocations.
Use the return value to determine whether the base or the remote will be chosen as the canonical
version of the saved game (i.e.